However, I guess I need to use some kind of impulse. applyForce maybe? To achieve the same as in gif I think that I need to aim with mouse and get angle then apply impulse to my body to jump toward that angle. How far it will jump depends on how far I place mouse pointer from my character. Jump shouldnt be influenced how fast you was walking before. It should apply thrust to pointed direction.

Any ideas

Last edited by Thoms2 on Tue Sep 12, 2017 11:09 am, edited 2 times in total.

I've made a try at coding what you are looking for in the testbed. There is a lot of work to be done with tweaking values and to implement a projected trajectory dot display. But I think I've gotten the fundamentals down for you.

Then just recompile the testbed and play around with it. It should be self-explanatory.

I've made the base of the player object a wheel so it won't get stuck on things. The central player body definition has fixedRotation = true set to keep it upright. I've mostly gotten jumping right, but I can't quite figure out the best way to disregard player motion while jumping.

I hope this helps a little. By the way, what game is that gif from? Looks interesting...

Thanks for your reply! The game is "Steel Sentinels" from FunOrb (made by Jagex). It was forgotten 7 years ago. When it was active there was like 1-2k players online daily fighting each other or doing missions. One of the best games I ever played. Most interesting for me is the movement, its slow so gives player time to react to things and dodge shots etc. In gif I showed only jumping but also you can fly and you can plan your trajectory for like future 3 air jumps.

Just checked your example and it answers alot of my questions. Now I need to tweak gravity little bit, add some delay before jumping, calculate trajectories.

Last edited by Thoms2 on Fri Sep 08, 2017 9:24 am, edited 1 time in total.